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Messages - The Man with No Name

#226
Ideas / Re: Toggle planning map overlay
April 05, 2017, 12:21:15 PM
Thanks for the mod suggestion - I'll check it out.
#227
Do colonists automatically change clothes according to temperature, such as putting on a parka when it's cold and taking it off when its hot?

Or should one create a Summerwear outfit with parka disabled and a Winterwear outfit with it allowed, and then change this manually with the changing seasons?
#228
General Discussion / Re: Introduce yourself!
April 04, 2017, 10:25:56 AM
I bought this game eight days ago and already have 89 hours of play.

I've been playing video games for over 35 years and I have to say this is a fantastic game and right up there with the best I've played.

The last few months, all the games I've played - top-rated games - have left me frustrated because they have significant game design flaws, but, so far, I haven't felt that way about this game at all, which is an indicator of a really well-designed game.

--------------------------------------------------------------------

EDIT: Having now played 334 hours of this game, I would like to amend what I wrote. I think it's a good game with some potential, but, since it's not in its finished state, I think it prudent at the current time to suspend judgement on where I'd rank it in the overall list of games I've played.
#229
Ideas / Toggle planning map overlay
April 04, 2017, 10:10:37 AM
I really like that the game has a planning tool, to map out future base expansion. It's something that I've always thought would be extremely useful for city-building type games and I use it extensively.

It would be nice to be able to toggle the overlay on and off, though.
#230
Thanks for the ideas. I've set my carnivorous animals to roam most of the map except the kitchen and freezer and so far they seem to be doing okay (unlike the Warg in my previous game whose stomach was destroyed through malnutrition).

I'm fairly new to the game, so I don't know the best solutions, but might an Animal Feeding Bowl be a useful furniture addition to the game? Like a miniature hauling pile but set set to store only a single item rather than a stack, and that gets automatically replenished by a hauler (or perhaps handler) when needed.
#231
General Discussion / Re: Hunting Strategy
April 03, 2017, 05:25:30 PM
Thanks for the replies.

I guess the issue of food going rotten and having to haul carcasses means that hunting too much at one time would be inefficient. I was just wondering whether hunting an animal to extinction on the map was bad.

Is there perhaps also a modifier for making animals go berserk? One of my colonies was ended when a hunter went hunting with an SMG and accidentally shot a couple of other deer unintentionally, leading to the whole herd to go berserk, with the consequence that all my colonists were left lying injured and incapable of moving.
#232
General Discussion / Incapable of "Scary"?
April 03, 2017, 05:08:00 PM
What does incapable of "Scary" mean in the  "Incapable of" section of a colonist's character page?

Internet-searching suggests it means a colonist is incapable of fighting fire, yet I've generated a colonist that is incapable of "firefighting". So it looks as though "Scary" is not necessarily related to the ability to put out fires, unless perhaps it means they can't put out fires plus also can't do other unspecified scary stuff.

The Traits and Backstory sections on the character page have mouseovers which tell a player what things mean, yet the Incapable of section doesn't, so hopefully this is something that can be added to the game in the future.
#233
General Discussion / Hunting Strategy
April 03, 2017, 04:47:28 PM
What is the best hunting strategy in this game? Kill as many animals as one can or apply hunting management and selectively cull?

For example, a herd of deer. Should one just hunt them all in one go or are there any advantages to killing them one at a time over a period of time, so that they perhaps reproduce and so the herd can be kept at a stable size.
#234
Then how does one best feed animals? One can leave them unrestricted and they will feed themselves from the freezer, but this isn't ideal. How does one feed an animal that is confined to an Assigned Area? Build a second freezer in the Animal Zone?
#235
Do colonists set to Handling feed animals, i.e. bring food to them?

My Warg would wander in to the freezer to eat. Then I confined the Warg to an Assigned Area and put a one square stockpile within it set to stash raw meat, but the meat would rot quickly being outside a freezer.
#236
The other possibility is that... the captcha question has uncovered that I'm actually a robot.

"You're in a desert, walking along in the sand, when all of a sudden you look down and see a tortoise..."
#237
Ideas / Colonist stats overview page
April 03, 2017, 12:09:41 PM
I was a little surprised that there doesn't appear to be a page to view all the colonists' attributes on one page. Instead, one has to click through the individual colonists' tabs to view their stats individually. I could imagine that this could get a bit cumbersome with larger numbers of colonists.

So it would be great to have the possibility to view all the colonists' stats on one page to better compare them with each other. Potentially this could be in the Work tab. It would also be helpful to be able to click on each attribute category column and it would sort the colonists by skill level for that particular attribute.
#238
Ideas / Shortlist at character creation
April 03, 2017, 11:57:34 AM
I find the character/colonist creation process to be quite tedious and can spend an hour clicking on the generate character button.

Some might favour the possibility of creating or customizing characters. I think there's a danger in this in that it could lead to playing with the same characters in every game. Losing the random element would also mean losing some freshness.

An alternative would be to have a shortlist at character creation with a dozen or half a dozen places. So if, while generating characters, one saw a colonist one liked, one could add it to the shortlist, and one could then pick three from the shortlist to play the game with.
#239
Quote from: milon on April 03, 2017, 08:11:15 AM
It is "conditioner" (see the 1st page of this thread). Maybe you spelled it wrong?
Hmm, perhaps the correct answer in the system has a capital letter at the start, or something like an erroneous space at the end? There is always a remote possibility I made a spelling error...

I was going to post a thread in the Off-Topic forum to find out the correct answer to the question, but did a search and found this thread. If two people are creating threads about a human verification captcha question then maybe there is an issue with the question - perhaps it sets the bar too high!
#240
General Discussion / Identify this RimWorld song
April 02, 2017, 02:25:58 PM
What's this RimWorld song called? Despite my efforts, I've been unable to identify it.

Here's the hook, played on a Western movie-style/Shadows-esque electric guitar. Each line represents a bar of four notes. The numbers are the notes in the scale. The fourth note is sharp (so it's probably Lydian mode - or white notes on piano starting on F).

(-- -- 3- 4-)

5- -3 -- --

-- -- 6- -4

5- -3 -- --

-- -- 3- 4-

5- -3 -- --

-- 3- 4542

3- -- -- --

-- -- -- --